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Mapping.

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Presentation on theme: "Mapping."— Presentation transcript:

1 Mapping

2 Pixels or Geometry?

3 Let’s make a wall

4 Pixels?

5 or Geometry?

6 How about a brick wall?

7 Geometry?

8 or Pixels?

9 How about a window?

10 Geometry?

11 or Pixels?

12 Geometry: Pros: Fully three-dimensional
Casts shadows, reflections, etc… Easier to position and modify Cons: Takes more time to calculate (render) - Slow Complex textures hard to model

13 Pixels: Pros: Takes less time to calculate (render) – Fast
Easily represents complex textures Cons: Can be difficult to accurately position Modification requires different software Usually requires external files (texture maps)

14 Two Parts to Mapping: 1. Making a Mapped Material
Replacing a material’s color/setting with an image. 2. Assigning/Adjusting Mapping Coordinates Tells geometry what to do with the map

15 Base Color (diffuse) – The material’s color.
Mapped Material: Base Color (diffuse) – The material’s color.

16 Reflection (amount) – Reflective portions
Mapped Material: Reflection (amount) – Reflective portions

17 Transparency (amount) – Transparent portions
Mapped Material: Transparency (amount) – Transparent portions

18 Emission (amount) – Glowing portions
Mapped Material: Emission (amount) – Glowing portions

19 Mapping Coordinates: Assigned to geometry. Tells geometry what to do with the map: Size/Scale of materials Orientation (rotation) Pattern (tiling)

20 Mapping Coordinates: Size (Scale) – For humans or ants?

21 Mapping Coordinates: Two Types:
Real-World Scale/Size – “Best” for architectural Tiling – “Manual” application/adjustments

22 Mapping Coordinates: Localized axes. Labeled UVW.


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